Zaugurz

Members
  • Content Count

    25
  • Joined

  • Last visited

Everything posted by Zaugurz

  1. Can you say which version of Deedplanner this is supposed to work with? I've tried with DeedPlanner 2.9.x (multiple versions) and 2.6.5 with no luck. The link in the post seems to hint at version 2.6.6, so I was hoping 2.6.5 was close enough.. With all of them this tool say the map files are out of date. All I would like to do is generate a large empty map in Deedplanner (I don't care what version) and then paste several exported neighbor villages into the same map. The exported maps are currently loading fine.
  2. Forest Giant Slaying

    I arrived early and set up a small safe area for alts at the cherry trees. No tundra was harmed in the process. Approaching from N14 does indeed seem to be much shorter, but involves going off-road a little.
  3. This is sad to see. I hope everyone realize this can only be done if you use some very cheesy strategies - what most will consider exploits. I hope we will get a statement from staff on whether this is acceptable behavior. If it is it will mean the rest of us will have to adjust our strategies accordingly. It would also be good to hear an official word on whether the *very questionable* unique fight strategies Sindusk discussed on his channel a while back are considered fair game or exploits.
  4. Auctioning 1804 olives at 65.10 quality. Make superior compasses or just grind your beverage skill! Pickup at i18 or delivery to central Harmony (including Heartland/HB) or the north coast. Starting Bid: 10s Increments: 1s Reserve: none Buyout: none Auction runs for 3 days.
  5. Thanks for listening to the all of us that said that non-overfill favor should be added as it was before. That saved this from being a huge nerf and all around s***show. Currently the overfill mechanic is completely useless and pointless, at least for PvE. It sounds like with the proposed balance changes it could be marginally useful, at least from a QoL point of view of not having to calculate favor exactly (meaning non-bsb items are more relevant). That's good at least. If you knew this needed balancing and you had a proposed fix ready this fast after getting feedback then why on earth didn't you put it on the test server first like *everyone* requested in the announcement thread.. The point still remains. Reduced sacrifice timer is a very small buff (at least for priests without links). The favor overfill is a nice quality-of-life improvement, but hardly a buff in the grand scheme of things. This does not in any way balance the nerfs to linking that was done earlier. I hope you will consider mechanic changes that actually buff priest skill gains (and more quality-of-life improvements will be welcome too of course).
  6. I'm reminded of how Hollywood releases movies.. If they know it's a great movie, they'll let people watch it in limited release and make sure word of mouth gets out. If they know it's a stinker they won't even let reviewers watch it ahead of time and instead just dump it on an unsuspecting audience.
  7. Thanks for the answer.
  8. Better late than never. What's the status on blood/potions from uniques once we start killing those? Will they be broken until this rebalance? Or just not dropping/being craftable until then?
  9. You can send me a message on Sprockerella if you need help getting to the deed. I can pick up people at J18 on the highway between Heartland and Harmony Bay. Or I can help with guidance finding the deed.
  10. Sounds good. From the other thread it sounds like LeafLike and ChampagneDragon/Chloris would like to take part in the cast.
  11. Our alliance has two Fo priests who would like to join a cast. Both at 100 faith. We can cast with 40+ channeling, but others may be higher.
  12. I'm surprised it can be explained that quickly! 🤣
  13. This sounds like you intend it to be a quality-of-life change, but possibly with a hidden agenda. However your proposed changes sounds like it would actually be a nerf in most situations and only situationally beneficial in a few situations. If you want this to be an actually quality of life improvement then make it simple: - Favor from sacrifice goes into your favor pool as before. - Any overflow that doesn't fit in the favor pool goes into a buffer. - If favor drops below max while there's favor in the buffer it gets gradually added at each favor tick. - Favor from buffer should be added to favor relatively quickly or it would be useless for skilling with sleep bonus. - Buffer should have a fair, but relatively high cap and stored favor should expire if favor pool has been full for more than a few minutes. - If you want to add some balance then maybe make faith in the buffer gradually decay over time. This decay could be different on PvE vs. PvP servers if you're concerned about PvP balance. - Maybe the size of your buffer should scale with character faith (or some other relevant stats). This would work exactly the same as before if you sacrifice less than your favor pool can hold. And it would give us some convenience to avoid constant sacrifice. If you're worried about balance in PvP, then please make if so it's balanced differently on PvE servers. If you want to go further with quality of life changes to sacrifice then I would suggest looking into valuation of common items. Right now a lot of items are close to worthless making us focus on sacrificing the few items that make sense. Now that traders don't buy items anymore it could make sense to overhaul the algorithm a bit. It also doesn't help that some priests (Vynora, Mag) don't have good sacrifice items that fit into a bsb, making a lot of people chose items that fit their faith. An overflow buffer would help with that, but it's still not ideal.
  14. Fair enough on using the nerfbat on going beyond link limit. The other "balance changes" could have waited and been given advance notice considering they completely ruin the way your whales have been approaching priests. I get that it's temporary, but I hope you address this fast as it's really a bad way to treat customers.
  15. (Resposting here, since it seems to be the right thread for it) This has got to be the most ridiculous and short-sighted business decision I have seen in an online game in a very long time. You have whales in the game. People who buy tons of silver and have dozens of accounts. You launch a new set of servers knowing they will be competitive as hell. And then 2.5 weeks into the server you sneak in a mega nerf/fix that specifically targets the whales knowing they paid a lot of money to be competitive. I'm not personally invested in priests, but boy would I be upset if I was. And I can completely understand any big customers wanting to leave the game (or quit trying to compete on the new servers) after being treated this way. Suggestion: - If you think this was an "exploit" then roll back all priests channeling to zero and reimburse people the money/silver for any priest accounts they'd want reimbursed. - If you don't think this was an "exploit" then undo the nerf and give us at least 1-2 month advance notice on the change. The linking system had been in the game for so many years it was considered part of wogic. Just like fountain pans. This is not a complaint about the changes. It is a complaint about how the changes have been handled. Please, for the love of god. Don't get your best customers pissed of and have them leave. Sure you have a lot of new people from Steam, but we all know that 95% of them will be gone in a month or two.
  16. This has got to be the most ridiculous and short-sighted business decision I have seen in an online game in a very long time. You have whales in the game. People who buy tons of silver and have dozens of accounts. You launch a new set of servers knowing they will be competitive as hell. And then 2.5 weeks into the server you sneak in a mega nerf/fix that specifically targets the whales knowing they paid a lot of money to be competitive. I'm not personally invested in priests, but boy would I be upset if I was. And I can completely understand any big customers wanting to leave the game (or quit trying to compete on the new servers) after being treated this way. Suggestion: - If you think this was an "exploit" then roll back all priests channeling to zero and reimburse people the money/silver for any priest accounts they'd want reimbursed. - If you don't think this was an "exploit" then undo the nerf and give us at least 1-2 month advance notice on the change. The linking system had been in the game for so many years it was considered part of wogic. Just like fountain pans. This is not a complaint about the changes. It is a complaint about how the changes have been handled. Please, for the love of god. Don't get your best customers pissed of and have them leave. Sure you have a lot of new people from Steam, but we all know that 95% of them will be gone in a month or two.
  17. Two low ql regular meditation rugs to Sprockerella please.
  18. Just been in contact with Ozmono. Just to clarify: the auction price is for pickup at my village at i18. I can also offer to COD or transport it to Heartland for 50c extra. However the auction bid does not include delivery. Current bid stands at 1s.
  19. Start: 1s Increment: 50c Snipe protection: 10 minutes Pick up from i18 on Harmony OR I can deliver it to Heartland / COD it for 50c extra. No buyout since price is uncertain based on supply/demand right now.
  20. I have this problem too. It's been getting gradually worse - right now I have been trying 20+ times to connect without any luck. Most of the time I get "connection timed out", but sometimes also "connection refused". I know it's not a router/ISP problem since I never have this issue on my laptop. Once I'm in the game I never have any network problems. I did try changing my java connection settings to "direction connection" without any luck. I've had this issue since I started playing Wurm again 3 weeks ago, and it's getting extremely frustrating. Here's the console output: Java Web Start 10.9.2.05 Using JRE version 1.7.0_09-b05 Java HotSpot(TM) 64-Bit Server VM User home directory = C:\Users\Rasmus Bertelsen ---------------------------------------------------- c: clear console window f: finalize objects on finalization queue g: garbage collect h: display this help message m: print memory usage o: trigger logging p: reload proxy configuration q: hide console r: reload policy configuration s: dump system and deployment properties t: dump thread list v: dump thread stack 0-5: set trace level to <n> ---------------------------------------------------- Could not launch from cache. Will try online mode. [Some of required resources are not cached.] Match: beginTraversal Match: digest selected JREDesc: JREDesc[version 1.6+, heap=134217728-838860800, args=null, href=http://java.sun.com/products/autodl/j2se, sel=false, null, null], JREInfo: JREInfo for index 0: platform is: 1.7 product is: 1.7.0_09 location is: http://java.sun.com/products/autodl/j2se path is: C:\Program Files\Java\jre7\bin\javaw.exe args is: null native platform is: Windows, amd64 [ x86_64, 64bit ] JavaFX runtime is: JavaFX 2.2.3 found at C:\Program Files\Java\jre7\ enabled is: true registered is: true system is: true Match: selecting maxHeap: 838860800 Match: selecting InitHeap: 134217728 Match: digesting vmargs: null Match: digested vmargs: [JVMParameters: isSecure: true, args: ] Match: JVM args after accumulation: [JVMParameters: isSecure: true, args: ] Match: digest LaunchDesc: http://www.wurmonline.com/client/wurmclient.jnlp Match: digest properties: [-Dsun.java2d.noddraw=true, -Dorg.lwjgl.input.Mouse.allowNegativeMouseCoords=true] Match: JVM args: [JVMParameters: isSecure: false, args: -Dsun.java2d.noddraw=true -Dorg.lwjgl.input.Mouse.allowNegativeMouseCoords=true] Match: endTraversal .. Match: JVM args final: -Xmx800m -Xms128m -Dsun.java2d.noddraw=true -Dorg.lwjgl.input.Mouse.allowNegativeMouseCoords=true Match: Running JREInfo Version match: 1.7.0.09 == 1.7.0.09 Match: Running JVM args match the secure subset: have:<-Xms128m -Dsun.java2d.noddraw=true -Dorg.lwjgl.input.Mouse.allowNegativeMouseCoords=true -Xmx800m -Xms128m -Dsun.java2d.noddraw=true> satisfy want:<-Xmx800m -Xms128m -Dsun.java2d.noddraw=true -Dorg.lwjgl.input.Mouse.allowNegativeMouseCoords=true> Time is Sun Dec 16 18:00:16 CET 2012 Running client version 3.1.76-4476 === System information === Executing from C:\Windows\system32\ Operating system: Windows 7 (arch: amd64, version: 6.1) Java version: 1.7.0_09 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 23.5-b02 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 8 >>> Main thread exiting. Loading character DKSprocket Loading config default Loading props file C:\Users\USERNAME\Documents\Wurm\configs\default\gamesettings.txt JNLPClassLoader: Finding library lwjgl64.dll Loading props file C:\Users\USERNAME\Documents\Wurm\players\DKSprocket\password.txt >>> LoginFrame queue entry exiting. CacheEntry[http://patch.wurmonline.com/packs/graphics.jar.idx]: updateAvailable=true,lastModified=Sun Dec 16 17:51:01 CET 2012,length=65517 CacheEntry[http://patch.wurmonline.com/packs/sound.jar.idx]: updateAvailable=true,lastModified=Sun Dec 16 17:51:01 CET 2012,length=3473 Saving props file C:\Users\USERNAME\Documents\Wurm\players\DKSprocket\password.txt Saving props file C:\Users\USERNAME\Documents\Wurm\configs\default\gamesettings.txt Loaded pack sound.jar (r1) Loaded pack graphics.jar (r1103) Options up-to-date! Loading props file C:\Users\USERNAME\Documents\Wurm\players\DKSprocket\playerdata.txt Loading props file C:\Users\USERNAME\Documents\Wurm\players\DKSprocket\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\Documents\Wurm\console.DKSprocket.log === Wurm options === animation_playback_self = 2 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 0 censor_chat = false cloud_shadows = false collada_animations = 1 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true custim_timer_source = 1 customTimer1 = Meditation|1800000 customTimer2 = 5 Hours|18000000 customTimer3 = Pray|1200000 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 display_settings = false:false:0:1776:1000:32:-1:false:true eigc_enabled = false enable_debugs = false enable_shift_drag = true enable_vsync = false engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 15 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = false hide_menu_stop = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 0 mega_texture_size = 4 model_loader_thread_priority = 1 model_loading_threads = 4 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 0 other_log_rotation = 2 outline_picking = true pbuffer_enabled = true player_guest = false player_texture_resolution = 2 reflection_texture_size = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = true screenshot_file_format = 1 season_override = 0 setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = true skydetail = 2 sound_al_gain = 5 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = false sound_play_work = true stipple_enabled = true structure_render_distance = 0 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = false tiledecorations = 1 togglePushToTalk = true treelist_outline = true trees = 0 update_optional = true use_alpha_particles = false use_anisotropic_filtering = 1 use_antialiasing = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_fbo_reflections = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = false use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up dotXSI Model Loader Setting up Collada Model Loader Executing C:\Users\USERNAME\Documents\Wurm\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Texture is too small to fit all font characters. Using fallback when needed. FontSize: 11 Word filter loaded: 23 >>> Launch queue entry exiting. Using LWJGL display 1776:1000:0:0 (false) Launching dotXSI Model Loader threads Launching Collada Model Loader threads Setting up OpenAL Sound Engine JNLPClassLoader: Finding library OpenAL32.dll JNLPClassLoader: Finding library lwjgl.dll JNLPClassLoader: Finding library lwjgl.dll OpenAL version: 1.1 ALSOFT 1.14 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points Generating: 128 source channels. === OpenGL information === LWJGL version: 2.8.5 Adapter info: aticfx64 (8.17.10.1169) OpenGL vendor: ATI Technologies Inc. OpenGL renderer: ATI Radeon HD 5900 Series OpenGL version: 4.2.11991 Compatibility Profile Context OpenGL extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 4.20 Server response: Internal error. Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 256 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from C:\Users\USERNAME\Documents\Wurm\players\DKSprocket\windows_1776x1000.txt Loading props file C:\Users\USERNAME\Documents\Wurm\players\DKSprocket\windows_1776x1000.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. java.net.ConnectException: Connection timed out: connect at sun.nio.ch.Net.connect0(Native Method) at sun.nio.ch.Net.connect(Unknown Source) at sun.nio.ch.Net.connect(Unknown Source) at sun.nio.ch.SocketChannelImpl.connect(Unknown Source) at class.lz.<init>(SourceFile:168) at class.l.<init>(SourceFile:169) at class.k.a(SourceFile:271) at com.wurmonline.client.h.g(SourceFile:714) at com.wurmonline.client.h.run(SourceFile:1363) at java.lang.Thread.run(Unknown Source)
  21. NIce to see Wurm at the top. However it's a little sad they're lumping all types of "sandbox" games together. The term "sandbox" is really used to describe two very different types of gameplay: "Sandbox" in the Wurm sense means being able to craft anything, anywhere, terraform the ground and pretty much doing whatever the hell we want. The other definition of "sandbox" is no rules for pvp, meaning you can kill anyone, anywhere at any time. This also means no levels, no scripted gameplay, no hand-crafted quests etc. Now it is true that there is some overlap between the two. For example Ultima Online had open world free-for-all pvp (outside cities) and a fairly sophisticated crafting system. Some other free-for-all pvp games have pretty sophisticated crafting as well (Eve online for example), but it's not the core gameplay, such as it is in crafting MMOs like Wurm Online. Also almost all of the free-for-all PvP sandbox games are trying to replicate "the good old days" of Ultima Online. Usually because the developers used to play it back then and fell in love with it. It's sort of a sliding scale between the two, but I would categorize them like this: Heavily crafting oriented: - Wurm Online - A Tale in the Desert (pretty big omission you can't vote for that) Roughtly 50/50 Mixed: - Xsyon - Salem (not on the list either) Somewhat balanced towards PvP: - Eve Online - Ultima Online Heavily PvP oriented: - Mortal Online - Darkfall Online The most extreme on the list seems to be A Tale in the Desert (no PvP at all, in fact no combat whatsoever) and Darkfall Online (Almost entirely PvP, but extremely simple crafting, allthough resources from cities are quite important). I don't know Perpetuum and StarQuest at all, so can't rate those. Ryzom is level based I think, but I don't know if crafting/pvp dominates the game. It seems a little odd to have it on the list. Isn't Entropia like Second Life, except with heavy focus on real-life money? Seems really weird to have it on the list, since it's hardly a "game" as I understand it. The PvE / Complex Crafting genre isn't very popular since Star Wars Galaxies went under, but I guess Ryzom fits in that category.
  22. Reddit is a fickle lady. You have to court her properly to get her attention.
  23. Reddit is an enormous Internet community and a lot of the people there are passionate gamers. The Minecraft subsection alone has 260k subscribers. There's a lot of love of indie games so they should be quite receptive of Wurm. They have a section for doing "question and answers" which is called an AMA on Reddit ("ask me anything"). The only rule for doing one is that you're open to questions about everything, but you can certainly chose to ignore questions you don't want to answer (but users can "upvote" questions they'd like answered so ignoring popular questions tend to look bad). A lot of big and small people/companies have used it in the past and the self-moderation system usually works extremely well. If Rolf did an AMA there around the time of the 1.0 launch I'm sure it would get a lot of attention. Especially if it's properly announced to the moderators of the subreddit ahead of time so they can put it in the sidebar. A reminder post or two in /r/Minecraft probably wouldn't hurt as well. I have just posted about the 1.0 release here: http://www.reddit.com/r/Games/comments/149ay4/after_65_years_in_beta_wurm_online_officially/ - if you have a Reddit account feel free to drop by with an upvote and possibly comment on it. There's also a /r/Wurm subreddit, but no one ever use it. Cheers, Zaugurz (dksprocket on Reddit)